The King of Fighters XI Walkthrough :

This walkthrough for The King of Fighters XI [Playstation 2] has been posted at 01 Aug 2010 by azure.eyes and is called "Geese FAQ". If walkthrough is usable don't forgot thumbs up azure.eyes and share this with your freinds. And most important we have 4 other walkthroughs for The King of Fighters XI, read them all!

Walkthrough - Geese FAQ

Page 1

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Geese Howard
------------
------------
A Must Read:
------------
Micky: Who are you, duck face?!
Geese: Hmph! That's gooseface. Relax. The name is Geese... Geese Howard. Ruler
of Southtown.
What you will read down is my strategy, which means.. it might not work with
you as it is with me and may be yes. I really do not need any E-Mail(s) asking:
"What is good or bad" since I will fully talk about everything. Hope it will
somehow be useful to you and lead your play or skills to a higher level.
===============================================================================
-----------------
Table of Contents
-----------------
1. Character Profile
+++++++++++++++++
2. Appearance
++++++++++
- Games
- Backgrounds
- Endings
- Openings
- Animes
3. Why Geese?
++++++++++
4. Why Not Geese?
++++++++++++++
5. Intros
++++++
- Normal Intros
- Special Intros
- Winning Poses
- Addendum
6. BGM
+++
7. Legends & Command List
++++++++++++++++++++++
- Legends
- Command List
8. Moves Analysis
++++++++++++++
- Far A
- Far B
- Far C
- Far D
- Standing A
- Standing B
- Standing C
- Standing D
- Crouching A
- Crouching B
- Crouching C
- Crouching D
- Jumping A
- Jumping B
- Jumping C
- Jumping D
- Upward A
- Upward B
- Upward C
- Upward D
- Ground E
- Air E
- Reppu Ken
- Double Reppu Ken
- Evil Shadow Smasher
- Shippu Ken
- Upper Body Slam
- Middle Body Blow
- Below-The-Belt Blast
- Shinku Nage
- Raising Storm A
- Holy Gates
- Deadly Rave
- Raising Storm E
- Tate Katate Nage
- Raimei Gouha Nage
9. Strategy Section
++++++++++++++++
- Shift Strategy
- Defensive Game
- Pressure Game
- Corner Game
- General Strategy
10. Combination Attacks
+++++++++++++++++++
- Normal Combos
- Super Combos
- Super Cancel Combos
- Dream Cancel Combos
- Side Notes
11. Questions & Answers
+++++++++++++++++++
- Good Lord
- R.S.
- SM & LSM
- SNK Playmore Laziness
- Combo Difficulties
12. M.A.C.
++++++
- Special Attacks
- Normal & Special Throws
- Special Moves
- Super Moves
13. Credits & Acknowledgement
+++++++++++++++++++++++++
- Last Word
- Special Thanks
- Credits
===============================================================================
---------------------
1. Character Profile:
---------------------
Name: Geese Howard (The Kingpin of Southtown)
Wife: Maire R.
Son: Rock Howard
Half Brother: Wolfgang Krauser
Brother-In-Law: Kain R.
Most Trustworthy Bodyguards: Billy, Hopper and Ripper
He Is: The Main Villain in SNK
Weapon: Bare Hands
Birth Date: 1953.1.21
Birthplace: America
Age: Above 46
Height: 183cm
Weight: 82kg
Blood Type: B
Country: U.S.A
Style: Kobojutsu and Hakkyokuseiken
Hates Most: Those who get in his way.
Likes Most: To be on top of everybody.
Favorite Sport: None
Also Known As: "Ruler of Southtown", "The Conqueror of the Underworld", "Don of
the Dark Organization", "The Ultimate Self-Made Badguy" and
"Lone Wolf Killer Geese".
Japanese Character Voice: Kong Kuwata
English Character Voice: ??? (Only in the US version of KOF: MI2)
English Character Voice: Ward P. (only in the dubbed Fatal Fury animes)
===============================================================================
--------------
2. Appearance:
--------------
=========
In Games:
=========
1)The Super Spy
2)Fatal Fury: The King of Fighters
3)Fatal Fury Special
4)Fatal Fury 3: Road to the Final Victory
5)Real Bout Fatal Fury
6)Real Bout Fatal Fury Special
7)Real Bout Fatal Fury 2: The New Comers
8)Fatal Fury: Wild Ambition
9)Fatal Fury: First Contact
10)Fatal Fury: D.M.
11)Art of Fighting 2 (young)
12)Quiz The King of Fighters
13)SNK Vs. Capcom: The Match of the Millennium
14)Capcom Vs. SNK
15)Capcom Vs. SNK: Pro
16)Capcom Vs. SNK 2
17)The King of Fighters'96
18)The King of Fighters'2000 (as a striker)
19)The king of Fighters'2002 (Playstation 2)
20)The King of Fighters Ex: Neo Blood
21)The King of Fighters'Kyo
22)The King of Fighters: Neo Wave (young)
23)SNK Vs. Capcom Card Fighters Clash
24)SNK Vs. Capcom Card Fighters Clash 2
25)SNK Vs. Capcom Card Fighters Clash 2: Expand Addtion
26)SNK Vs. Capcom Chaos
27)Neo Geo Battle Coliseum
28)King of Fighters XI (Playstation 2)
29)King of Fighters: Maximum Impact 2
===============
In Backgrounds:
===============
1)Pao Pao Cafe - The King of Fighters'94
2)Japan Stage - The King of Fighters'2002
3)Infernal Gate - The King of Fighters: Maximum Impact
4)China (night) - The King of Fighters'94: Re-Bout
===========
In Endings:
===========
1)Fatal Fury Team - The King of Fighters'94
2)Fatal Fury Team - The King of Fighters'95
3)Special Team - The King of Fighters'97
4)Art of Fighting (on Nintendo)
5)Billy Kane - Real Bout Fatal Fury
6)Yamazaki - Real Bout Fatal Fury
7)Terry Bogard - Real Bout Fatal Fury
8)Andy Bogard - Real Bout Fatal Fury
9)Ex Billy Kane - Real Bout Fatal Fury Special
10)Billy Kane - Real Bout Fatal Fury 2
11)Billy Kane - Fatal Fury: Wild Ambition
12)Ryo - Art of Fighting 2
13)Robert - Art of Fighting 2
14)Yuri - Art of Fighting 2
15)Takuma - Art of Fighting 2
16)King - Art of Fighting 2
17)Jack - Art of Fighting 2
18)Lee - Art of Fighting 2
19)Temjin - Art of Fighting 2
20)Eiji - Art of Fighting 2
21)Mickey - Art of Fighting 2
22)John - Art of Fighting 2
23)Mr. Big - Art of Fighting 2
24)Him & Rock - Neo Geo Battle Coliseum
============
In Openings:
============
1)Fatal Fury Special
2)Fatal Fury 3
3)Real Bout Fatal Fury
4)Fatal Fury Wild Ambition
5)Fatal Fury Mark of the Wolves
6)The King of Fighters'96
7)Art of Fighting 2
8)Neo Geo Battle Coliseum
9)King of Fighters'Kyo
==========
In Animes:
==========
1)Fatal Fury: Legend of the Hungry Wolf
2)Fatal Fury 2: The New Battle
3)Fatal Fury: The Motion Picture
===============================================================================
-------------
3. Why Geese?
-------------
"I'll smash you like a small fry as I did your father" - Fatal Fury 1
Mr. Geese Howard. A classic and best villain. Well said.
There are many redrawn moves and tweaks. Those who were upset in NGBC and
KOF Maximum Impact 2, they will be quite pleased this time around. Geese has
the two Raising Storm versions (claw and cage) and two LSMs (Leader Super
Move). He is really good in this. His play style gets back to the KOF'96 roots
with some changes here and there. He also has his own BGM (Geese ni Katakori)
which is a very great addition to the game.
And well, for those who do not play anything else other than KOF and are
really so bothered with the same faces in every KOF, then Geese might be a good
change.
I mean C'mon, who gets bothered/bored with characters like Geese, Duck King
and Big? ^_^
===============================================================================
-----------------
4. Why Not Geese?
-----------------
"WAIT! Hold, hold on! I'm not king. It's just a mask!" - The Super Spy
I cannot find one simple reason why you should not!
SNK Playmore did not just copy and paste Geese from NGBC. There are many
differences and neat additions. Hmph!
To make it short, if you hate him then stay away. Shoo! Go away!
===============================================================================
----------
5. Intros:
----------
"Did you think you can beat me, pretty boys (refering to Kyo, Ryo and Terry)?
BA-HAHAH! THAT WAS MY CLONE! Time to leave, fools!" - King of Fighters'Kyo
Geese has normal intros and special intros.
+++++++++++++
Normal Intros
+++++++++++++
- You cannot escape from death!
- C'mon, young boy!
- Ha, ha ha ha hah!!
++++++++++++++
Special Intros
++++++++++++++
Geese: Ha, ha ha ha hah! C'mon!
Terry: Get Ready!!
P.S. Geese does not say this to anyone other than Terry. It is his old SI from
KOF'96. As for Terry, I have no idea.
+++++++++++++
Winning Poses
+++++++++++++
- Hmph! (crosses his arms)
- You are history! (Hopper and Ripper walk toward him and stand beside him)
++++++++
Addendum
++++++++
- Reppu Ken - Reppu Ken
- Double Reppu Ken - Double Reppu Ken
- Evil Shadow Smasher - JAAAAEI KEN
- Shippu Ken - Shippu Ken
- Upper Body Slam - Too easy
- Middle Body Blow - Too easy
- Below-The-Belt Blast - Predictable
- Raimei Gouha Nage - HEEEE-YAAAAAA!!!!
- Holy Gates - HAAAAAAAAH (charges), HEEEEYAAAAAAA (blasts)
- Deadly Rave - DEEEADLYYY RAAAVE
- Raising Storm (cage) - RAAAISING STOOOOOOORM
- Raising Storm (claw) - RAAAAAAAAAAAAAISING STOOOOOOOOOOOOOOOOORM
- Provocation - C'mon
===============================================================================
-------
6. BGM:
-------
"Big, I can't allow this independent behavior. Now I must ask you to take a
trip." - Art of Fighting 2
Geese ni Katakori. A remixed version of the original BGM. There is no arrange
for it, but it is okay. A must listen to. Very great and goes back to the old
style with the Japanese beatings and voices. Very good job, SNK Playmore.
Anyway, it is Geese ni Katakori... so you will surely have a lot of good time
practicing/fighting while listening to it. The best BGM in the game... no doubt
about it.
===============================================================================
--------------------------
7. Legends & Command List:
--------------------------
"Krauser, you fool! Hmmm, hehe... HAHAHAHAHAHA!" - Fatal Fury 2: The New
Battle (anime)
_____________________________________________________________________________
| |
| 1. Legends |
|_____________________________________________________________________________|
| |
| - A button = Light Punch |
| - B button = Light Kick |
| - C button = Hard Punch |
| - D button = Hard Kick |
| - E Button = Blown Off |
| |
| - Raising Storm A = Cage Raising Storm |
| - Raising Storm E = Claw Raising Storm |
|_____________________________________________________________________________|
_____________________________________________________________________________
| |
| 2. Command List |
|_____________________________________________________________________________|
| |
| 1. Special Moves |
| ------------- |
| |
| Reppu Ken | \ -O + A |
| [Wind Slice/Slash] O O |
|-----------------------------------------------------------------------------|
| Double Reppu Ken | \ -O + C |
| [Double Wind Slice/Slash] O O |
|-----------------------------------------------------------------------------|
| Evil Shadow Smasher -O \ | / O- + A or C (SC) |
| [Jaei Ken] O O O |
|-----------------------------------------------------------------------------|
| Shippu Ken | / O- + A or C (air) |
| [Gale Slash] O O |
|-----------------------------------------------------------------------------|
| Upper Body Slam -O \ | / O- + B (SC) |
| [Joudan Atemi Nage] O O O |
|-----------------------------------------------------------------------------|
| Middle Body Blow -O \ | / O- + D (SC) |
| [Chuudan Atemi Nage] O O O |
|-----------------------------------------------------------------------------|
| Below-The-Belt Blast -O \ | / O- + E (SC) |
| [Gedan Atemi Nage] O O O |
|-----------------------------------------------------------------------------|
| Shinku Nage -O \ | / O- -O + C |
| [Vacuum Blow] O O O (near opponent)|
|-----------------------------------------------------------------------------|
| |
| 2. Super Moves |
| ----------- |
| |
| Raising Storm (1 stock) / -O \ | / O- \ + A or C |
| (cage version) O O O O O |
|-----------------------------------------------------------------------------|
| Holy Gates (1 stock, near opponent) -O \ | / O- x2 + A or C (DC)|
| [Rashoumon] O O O |
|-----------------------------------------------------------------------------|
| |
| 3. Leader Super Moves |
| ------------------ |
| |
| Raising Storm (2 stocks) / -O \ | / O- \ + E |
| (claw version) O O O O O |
|-----------------------------------------------------------------------------|
| Deadly Rave (3 stocks) -O \ | / O- -O + E |
| O O O |
| |
| - Deadly Rave follow-up A, A, B, B, C, C, D, D, | / O- + E |
| O O |
|-----------------------------------------------------------------------------|
| |
| 4. Throws |
| ------ |
| |
| Tate Katate Nage O- or -O + C or D (near opponent)|
| [One Hand Blow] |
|-----------------------------------------------------------------------------|
| Raimei Gouha Nage \ + C (near downed opponent) |
| [Face Grab] O |
|_____________________________________________________________________________|
===============================================================================
------------------
8. Moves Analysis:
------------------
"Heh, heh. It's time I pay you back for the boot out of the window, Terry
baby" - Fatal Fury 3
_______
| |
| Far A |
|_______|
A great normal to use.
Use it to interrupt any BnB combos or jumps (right before they jump). Even if
you screw up, you will be able to defend. The recovery time is very fast. Since
the cross-ups are so easy to do, you will need some normals like this one.
Also you can cancel some of the characters' moves by timing it with their
moves.
_______
| |
| Far B |
|_______|
This is exactly like far A.
The difference is, this does not hit high and it is a bit slower (just a
bit). A must use against any character with a pressure strategy. Just do not
over use it. It has its purpose, and that is to aviod any pressure game, but
try to mix it up with other Normal Attacks like far A, crouching A or B.
_______
| |
| Far C |
|_______|
A very geart Normal Attack. Since KOF'96.
This normal is to be abused everytime you go for normals/pokes wars. Great if
try to maintain your distance and not let your opponent attack mindlessly. Try
to use it whenever you are facing a character who likes to jump a lot. And in
this game, there are many. The damage is quite good for a Normal Attack.
This is a must use no matter what. Very safe and useful for your strategies.
never overlook it.
_______
| |
| Far D |
|_______|
Do you remember this Normal Attack? ^_^
Its uses are the same as it was back in Real Bout Fatal Fury 2. The ups are,
you can cancel right before it hits the enemy to any Special Move or Super
Move. Just do far D and cancel it into Holy Gates or Shinku Nage... or Reppu
Ken. Good for mind/guessing games. Sometimes just do it from a distance
to get close to your opponent, but use it CAREFULLY.
Its downside is, if you abuse it, you will eat a lot of damage if your
opponent really knows what he is doing. So, it cannot be abused. Just try to
use it from time to time and check if the opponent has any power stocks. If
he/she has none, then you are free to use it. Just be careful not to get hit by
the Dragon Punch moves or any counters. As I said, do not abuse it and use it
carefully.
It does not have priority, remember that.
____________
| |
| Standing A |
|____________|
This is mainly to get out of pressure strategies. Like do this then crouching
A x3, crouching D, Reppu Ken... and then you will be free to do mind/guessing
games (depends on what will the opponent do, react accordingly).
Still, crouching A and crouching B are better.
____________
| |
| Standing B |
|____________|
Another normal like the above one.
Sometimes, try to cancel it into Double Reppu Ken or Reppu Ken... not that
useful or useless.
____________
| |
| Standing C |
|____________|
The main use for this Normal Attack is for Combination Attacks.
Just when you get the opponent with any air normal, use this and continue
with the combo (mostly Evil Shadow Smasher and SC into any deadly combo).
When the opponent defends and waiting for Reppu Ken or Double Reppu Ken to
counter roll and then punish you, then do not perform any. It is all about mind
games. Just maintain your distance and try to use it when the opponent does a
mistake.
Very helpful for combos and close range fights.
____________
| |
| Standing D |
|____________|
Its start-up is STILL noticeable. Not like it was in K.O.F'96, unfortunately.
Hard to combo it after some jumping attacks. Also, you have to cancel the first
hit. If you do not, you are screwed.
Standing C is better... but you are free to use it when the opponent is wide
open for any combo or when the opponent is cornered and down. Mix it up with a
safe Special Move and continue the pressure game. But, by all means, use
standing C because it is safer and faster.
_____________
| |
| Crouching A |
|_____________|
Crouching A is very safe and can be abusive easily. Use it a lot and
whenever you go for close range fights. Never forget about it. It can
beat/cancel many Normal Attacks. It is good enough to be abused.
Just when you jump and the opponent defends, go for pokes and when you are at
a safe range, run then poke again or crouching D then Reppu Ken. Just try to
focus on what the opponent will do after you poke.
_____________
| |
| Crouching B |
|_____________|
Crouching B is as fast as crouching A. You might want to use it if you want
to cancel it into anything. Other than that, crouching A is better, much
better.
Its priority is a bit the same as it was back in K.O.F'96, still effective
against some character's pokes. Try to time your crouching B with some of their
Normal Attacks, and you will beat them. But as I said, crouching A is better.
_____________
| |
| Crouching C |
|_____________|
Like NGBC, but faster. Once again, its priority is not the same as it was
back in K.O.F'96.
Many misunderstand how good the crouching C can be if used right. Many avoid
using it. But in fact, crouching C is very good if you play Geese right. And
that means, if you try to use it in the right time and right range. Also, try
to not only depend on it. Just try to make the opponent guess between crouching
C, Raising Storm, Upper Body Slam (then SC into Raising Storm A or E) or
defend. That way, you will be able to not make yourself open for any heavy
attacks.
You should avoid using it only when the opponent jumps from afar. Most of the
time, your crouching C will be beaten by long range air normals. And if you are
any lucky, you will get trade-hits. But... if you use it when the opponent
jumps from a close range, then it is either you will hit him/her (depends on
how fast you react) or you will get trade-hits. Since the gameplay is quite
fast, you have to react really fast or you will get trade-hit most of the time.
When the opponent jumps from a mid range, then you have two options:
1- Run then fast crouching C
2- Defend
Moreover, some players tend to beat it by not doing a deep attack (which
means he/she will jump and attack early). This is your best chance to punish.
Actually, if the player does that then you are doing pretty good in the match
forcing him/her to change his whole strategy to yours. Then you can play mind
games. To make a long story short:
1- Long range: Do not use it unless you are sure that he/she will not attack.
2- Mid range: Run forward and then hit the button. Or hit it once needed.
3- Close range: Use it fast and sometimes cancel into Reppu Ken (key: MG).
_____________
| |
| Crouching D |
|_____________|
As always...
The Normal Attack has a recovery time, even if it is not that long. But to
make sure, cancel it into Reppu Ken or sometimes, don't. Some players intend
to wait for an opening to do roll cancel, so by that you are making them
guess what to do after you use the crouching D.
The damage is good, but the normal has its ups and downs. ALWAYS use it from
at least a good range, NOT a close range to avoid heavy punishments.
___________
| |
| Jumping A |
|___________|
Nothing special about this air Normal Attack... as usual. Short range and not
that useful. You have other better options.
___________
| |
| Jumping B |
|___________|
A good normal for cross-ups, combos and for those who rely on doing
crouching D or C when you jump. Use it whenever you can.
When you grab the opponent, cross-up. When you want to go for a combo, use
it. It is as good as the jumping C, except the damage.
___________
| |
| Jumping C |
|___________|
Another good air attack. The classic air attack.
they made some tweaks to it this time around. Now Geese hits only twice, no
more no less. But you still can combo after you do it. You do it even have to
make it deep to do a combo. You can do it a bit early and you will still be
able to combo after you do it.
It is also good when someone tries to hop. Do it fast and you will be able to
hit him/her. Just be sure to be ready for the Raising Storm since most of the
guys tend to counter when they land. ^_^
It is not risky overall, but be sure to not only use this because jumping B
and D are as good and useful as this normal.
___________
| |
| Jumping D |
|___________|
This can be used against air wars. The best use for it other than for combos
is to use it when the opponent jumps a lot. Try to jump backward and use it
just to be safe.
Try to use it from time to time. Just when you see a mistake (a fireball),
go for it. Either this, or jumping C or B. Its damage is quite good compared
to the other normals.
__________
| |
| Upward A |
|__________|
As I said with the jumping A, nothing special about this air Normal Attack...
as usual. Short range and not that useful. You have other better options.
__________
| |
| Upward B |
|__________|
A bit like jumping B, except it cannot be used for cross-ups.
You can use it, but upward C and upward D are much better to use. In short,
nothing special about it.
__________
| |
| Upward C |
|__________|
Like it was in SVC and KOF'96...
This is better than the upward A or B! It is the K.O.F'96 style so you could
cancel itto Shippu Ken but be really careful not to rely on cancelling it to
Shippu Ken unless you need to. The problem is there is no low jump, so still
can do the old trick in K.O.F'96, before the opponent gets up fast do low
straight up C!
It is damaging and and can be connected to other things. It could be so good
against big characters too. Do not think of doing it as an anti-air because he
hits low and his hand goes low, so the long and high jumps will eat you alive
for free.
You should think of doing it as a good start for your combos or when you want
to cancel it to Shippu Ken or when you want to fast do upward jump and attack
with a decent air attack like this one or better yet, upward D. When do you
actually have to do it? When the opponent falls off, run near him or her then
jump upward and then hit the C button or when the opponent "seems" to see this
coming then fast grab him/her with Holy Gates or Shinku Nage. All about a very
fun mind game. See what is good to you and what "to do next" and then fast do
everything.
Moreover, when you want to cancel it into Shippu Ken, DO NOT over do it since
it does not combo anymore. I repeat, IT DOES NOT COMBO ANYMORE. Be careful. ^_^
__________
| |
| Upward D |
|__________|
Like jumping D, This can be used against air wars. The best use for it other
than for combos is to use it when the opponent jumps a lot. Try to jump
backward and use it just to be safe.
Try to use it from time to time. Just when you see a mistake (a fireball),
go for it. Either this, or jumping C or B. Its damage is quite good compared
to the other normals.
__________
| |
| Ground E |
|__________|
Fudou Sakkatsu Uraken.
It comes out a bit fast and the recovery time is great. You can even cancel
it. This is to be used when someone jumps from afar. Time it and you will deal
good damage and cancel into anything you want.
Do not depend on it, but still, do not make it useless. That means use it
when you can.
_______
| |
| Air E |
|_______|
Notice how this air attack is getting the same ups and downs as in NGBC and
Maximum Impact 2?
And again... Sweet air attack from K.O.F'96! You think it is as powerful as
it once was? No, no that powerful at all. As I said above; "You must keep in
mind that Geese is alright in the air if you use the air normals as I said,
but if you don't then you will most of the time end up getting screwed up a lot
and getting kicked over and over again in the air...
There is a way to use it effectively, for sure. Just one thing, it does not
hit like before, I mean just do it and it will hit as soon as you hit the
button. NO! Geese has to spread his left/right leg and then will be able to hit
you and that must be really fast. Sometimes he hits before he does that in less
than a second! It does not come out as fast as in K.O.F'96 and it is a little
useful and not so helpful as it was in K.O.F'96. Your best bet is to use it
fast, it has a decent range, you could use it against slow characters.
Use it from time to time to confuse your opponent whether you will use Shippu
Ken, straight up B, C or D! Everything must be done fast so that you will not
have to be kicked by an uppercut or a Super Move! When you think that you are
being so close to your opponent and you want to use this air attack, then give
some distance and do it "before the opponent jumps"! Yeah, not that great
against air wars bit still good. Also, if want to stop any of those who love
jumping all day long and you really want to use this air attack then do it
FAST! Well, there are good options for air attacks like crouching C, Raising
Storm, jumping backward D... but well, I am giving you all the options.
Keep in mind that some air attacks can beat this like so you do not have to
rely on it, you only have to do it from time to time, Geeseter. When things get
so complicated then forget about it.
___________
| |
| Reppu Ken |
|___________|
It has been redrawn again, and it does not travel anymore... just like in
KOF'96.
The ups are, you can combo it after crouching A, B, C, standing A, B, C...
you name it. It has a better range than KOF'96's. The recovery time is
excellent, but still... there is a very short recovery time. You can do
crouching D then Reppu Ken. Even when the opponent does roll cancel right
before you connect the Reppu Ken, you will still be able to defend or do
crouching C or Raising Storm. And that is where most of his mind games come
from.
Even when the opponent does roll cancel Reppu Ken, get ready to do the
Raising Storm or Holy Gates. Do not worry, the recovery time is very great.
Also, it pushes the opponent away, so do not worry about being punished. A
long story short, take full advantage of it.
It knocks the opponent down now... remember that. This is a plus in my book.
__________________
| |
| Double Reppu Ken |
|__________________|
It has been redrawn again, and it does not travel anymore... just like in
KOF'96.
It's range is VERY MUCH better than in KOF'96. Very outstanding. And it
pushes the opponent VERY FAR once defended. This is 100% if the opponent cannot
roll cancel. There is a slight recovery time, so be careful if the opponent
tries to roll cancel. Get ready to switch counter (or whatever you call it)
just do A+C/B+D once hit by any Normal Attack.
The timing is tight, so most of the time you will not get punished. But just
in case you do it when the opponent is cornered... watch it. This Special Move
can also be used as to hit the opponent when he jumps from afar... let the
energy hit him from a distance to not be hit... but do not depend on it a lot
since you have to get a good timing and reading.
you can combo it after crouching A, B, C, standing A, B, C... you name it.
Very good and a must use. it comes out fast and recovers a bit slower than
Reppu Ken
It knocks the opponent down now... remember that. This is a plus in my book.
_____________________
| |
| Evil Shadow Smasher |
|_____________________|
The Evil Shadow Smasher is getting good nowadays. ^_^
The first SCable... in short, you can cancel it into Raising Storm A, Holy
Gates, Deadly Rave or Raising Storm E.
The recovery time is very good... it has a little start-up, but cannot be
noticed easily. You can combo after standing C easily. As you know, the A
version has a short reach, but comes out faster and has a better recovery time.
The C version has a long reach, but comes out slower and has a slower recovery
time. Always use the A version.
You can do it to your opponent, and when the opponent defends, he will try to
counter back... get ready to perform the Raising Storm. Take full advantage of
the trick.
When you do the Evil Shadow Smasher, Geese will do the three hits even when
the opponent defends the Special Move. If the opponent does roll cancel the
second hit, then be sure to get ready to switch counter (or whatever you call
it) just do A+C/B+D once hit by any Normal Attack.
Use this first, second, third and always if you want to do heavy combos or
want to go for Super Cancel combos. like:
- Jumping D, standing C, Evil Shadow Smasher (SC the first hit), Holy Gates
- Jumping C, standing C, Evil Shadow Smasher (SC the first hit), Deadly Rave
- Jumping D, crouching C, Evil Shadow Smasher (SC the first hit), Holy Gates
(DC), Raising Storm E, Raimei Gouha Nage
____________
| |
| Shippu Ken |
|____________|
It has been redrawn again, and it does not travel anymore... just like in
KOF'96.
It knocks the opponent down now... remember that. This is a plus in my book.
Also you can do it when you do high or low jumps. This is a first since Geese
never was able to do it in hops... only in high jumps.
You can connect it after some air attacks, but NOTHING will combo
unfortunately. Yeah, this is the downside to it. Also, Geese will have to
recover when you do it with the C button, but you will recover less when you
do it with the A button.
The Shippu Ken has always been about mind games. Try trick your opponent and
only do it when you are 100% sure that the opponent will not roll. Try to jump
backward and do it to make it safe. When the opponent does anything from afar,
do it. Also it is great against air wars since you are not risking yourself
and its range is quite good.
See what the opponent will do and react accordingly. If the opponent runs
then most of the time he will roll or jump. If he jumps, then jump backward and
perform it. If he rolls, then do not perform it... just get down by doing
nothing and when you land do the Holy Gates to punish your opponent. And better
yet do Dream Cancel like doing Holy Gates then Deadly Rave or Raising Storm E.
_________________
| |
| Upper Body Slam |
|_________________|
The counter moves have always been used the same way, except this time around
Geese is really all mighty when it comes to counters. If Geese gets one stock
then if the opponent is any good, he/she will try to be careful. All of the
counters are SC. You can do Any Super Move or Leader Suber Move after you hit
the opponent with a counter. Your best choice as a Super Move is the Raising
Storm with the C button. The one with the A button or Holy Gates will not
connect. Your best choice as a Leader Super Move is Raising Storm E. Deadly
Rave will connect but you will not be able to do the full hits. Okay, now for
the usual uses for the counter.
This is another counter move that is used for the air attacks and most of the
Special Moves and Super Moves. You have to know what he can counter and what he
cannot. All you need to do is try things out and everything will become your
best friend.
When someone jumps and attacks while he is so close to your head, do not
bother to use the Special Move because it does not come out that fast and you
will be punished easily. It will help you against many characters. As I said
above, it is all about mind games or at least a good reading. You can sometimes
use it for traps like doing it just like that and then throw a anything. Many
will be confused and sometimes not attack when they jump. By doing it, it is
like you are saying in other words; "Watch it!" The Raising Storm could be a
good help for the traps too (if your reading is good enough or good at mind
games).
Anyways, this counter is the best out of the three counters that he has. But
you have to be careful, do not always do it when anybody jumps because if you
miss then you will be heavily punished.
The best way is to do it is from time to time and you can do it always if you
want to counter Special Moves or Super Moves! As for the Normal Attacks, just
use it to counter them when REALLY needed!
Get ready to switch counter (or whatever you call it) just do A+C once hit by
any Normal Attack.
__________________
| |
| Middle Body Blow |
|__________________|
The counter moves have always been used the same way, except this time around
Geese is really all mighty when it comes to counters. If Geese gets one stock
then if the opponent is any good, he/she will try to be careful. All of the
counters are SC. You can do Any Super Move or Leader Suber Move after you hit
the opponent with a counter. Your best choice as a Super Move is the Raising
Storm with the C button. The one with the A button or Holy Gates will not
connect. Your best choice as a Leader Super Move is Raising Storm E. Deadly
Rave will connect but you will not be able to do the full hits. Okay, now for
the usual uses for the counter.
The second counter move. It counters the standing and some crouching Normal
Attacks or Special Attacks! Some characters like Mr. Big, Ralf or Silber and
some others like to use their standing/crouching normals. Since the damaging
Normal Attacks are mostly the long range ones then there is nothing to lose to
use this Special Move when you have to. Upper Body Slam is the best out of the
three counters but the other two counters still have their good points and can
be used effectively sometimes. Do not depend on it a lot so that you will not
have to be beaten easily.
The counter moves are not about guessing, I would say they are about mind
games. If you play a very good mind game, then you will most of the time use
them effectively. And sometimes you use them to make traps, like I said in the
Upper Body Slam corner. They do good damage. When you want to use them then
you have to use them in their right times. Do not make the opponent read your
movements and you will most of the time do good with them.
Be careful though, you have a bad point which is recovery. Geese will have
to recover if he misses, so make sure you do not screw with the counters a
lot, especially Upper Body Slam... because when the character jumps and he
does not attack and you perform the Upper Body Slam... you will most of the
time eat some heavy and painful combos. It is not worth it... against
Special Moves and Super Moves ALWAYS USE IT... but otherwise... no! Just from
time to time and that goes to all the other counter moves. Since it is SCable,
you can perform Raising Storm E or A (C button) after you get the opponent with
it. Make good use of it, but do not abuse it. The opponent will fear you once
you have stocks, because the damage is very deadly.
Also if you miss the opponent, be ready to counter with the A+C to get out
of any deadly combo. Just use your head.
Make some traps, try to attack the opponent a lot and not give him or her
time to move around and then when he or she jumps, most of the time you will
be attacked and that is where you have to either use the counter move,
crouching C or Raising Storm A or E. That is about it!
______________________
| |
| Below-The-Belt Blast |
|______________________|
The counter moves have always been used the same way, except this time around
Geese is really all mighty when it comes to counters. If Geese gets one stock
then if the opponent is any good, he/she will try to be careful. All of the
counters are SC. You can do Any Super Move or Leader Suber Move after you hit
the opponent with a counter. Your best choice as a Super Move is the Raising
Storm A (one you are cornered). Holy Gates will not connect. Your best choice
as a Leader Super Move is Raising Storm E. Deadly Rave will connect but you
will not be able to do the full hits. Okay, now for the usual uses for the
counter.
This is pretty much basic. It counters the low attacks. When the character
tries to use his/her crouching normals or moves, then fast do it and bang.
It could be good, some guys love to do crouching normals with the wake-ups.
And some love to do the same after the air attacks... it is how you play Geese.
If you really play a mind game then you will be able to use it sometimes. In
addition to this, the damage is still as good as ever.
Do not abuse it because as you know, some characters love to have long combos
and cancel their Special Moves into their Super Moves and you do not want to
happen, do you?
Get ready to switch counter (or whatever you call it) just do A+C once hit by
any Normal Attack.
_____________
| |
| Shinku Nage |
|_____________|
It is a Special Move now again (they always make it a normal throw then in
the next game a Special Move). ^_^
The motion for the Special Move has been changed again. It is better in my
opinion since I never was fond of SNK Playmore mimicing Capcom ways with the
grab moves (360 and 720 circles).
The Shinku Nage can be used if you want to throw your opponent far away. If
you feel like you need a distance and the opponent is not giving you space
to move around, then Shinku Nage would be better used than the Tate Katate
Nage. It is a Special Move, so it is much better if we talk about damage.
But the recovery time is worse than Holy Gates if you miss the opponent.
There is a missing frame, as you know.
Well, the Holy Gates is a better option than Tate Katate Nage and Shinku Nage
but just in case you do not have Power Stocks for the Super Move, then the
normal throw, Tate Katate Nage... or the Special Move, Shinku Nage will be
your option. Shinku Nage will remain as an option since the Holy Gates makes
the opponent a bit near you, and still the Shinku Nage can make you throw the
opponent far away... so you get the picture.
Since the Holy Gates is a bit damaging then it still gets my vote as the best
out of the three. Use the Shinku Nage for OTG or mind games or when the
opponent does a mistake but not all the time, only when you are being
COMPLETELY attacked with nothing to do other than using some tricks!
The range to the Special Move is okay (worse than it was in RBFF2), but the
recovery time hurts. You can perform Raimei Gouha Nage if you get the opponent
with the Shinku Nage when you perform it while you are cornered.
_________________
| |
| Raising Storm A |
|_________________|
Raising Storm A means the Super Move version... the cage one. This is not new
at all if you played King of Fighters'96. The shape looks like it. I just feel
there is something new about it, but cannot really say what it is.
Anyway, the A version comes out VERY fast and Geese recovers fast, but there
is hardly any invincibility. It can be beaten EASILY. The C version comes out
slower and he recovers a bit slower, but has starting invincibility. Also it
stays out longer.
You will need to use the C button a lot since it is more effective. You can
connect it after the counter moves as well. Just when the opponent does a high
jump or any Special Move (keyword: Special Move), do not think twice... perform
it with the C button to take advantage of the starting invincibility. Then?
This is where the fun really begins. Run and if the opponent does not roll
recover then do Raimei Gouha Nage... if the opponent does roll recover the go
for Holy Gates and then go for Dream Cancel. If you do not have stocks for the
Holy Gates then do Shinku Nage.
If the opponent does the hop then do A button Raising Storm since it comes
out faster. But do not depend on it. Sometimes it is better to do the one with
the C button with some heavy air attacks.
It all comes down to what is best for you. This time around the C button
Raising Storm is really good and better than the A button. Hell, it can even
beat many Super Moves and Leader Super Moves.
____________
| |
| Holy Gates |
|____________|
A bit like it was before and in NGBC.
When the opponent is cornered and turtling to do well against Geese, remember
one thing if you want to do the Holy Gates... the Super Move has a missing
frame when you miss, so you need to keep in mind what to do "next!"
The recovery time is longer now and they changed the command for the Super
Move AGAIN. Even in Real Bout Fatal Fury 2, it can be performed by doing 360
(and there is a short command to it). Now, two half circles.
The damage is good for a level 1 Super Move. Use it when the opponent does an
early air attack or when you do a trap. Basically, you hit crouching A one time
or twice then run and perform it fast. It works if the opponent does not react
fast. And change your uses for it.
The good thing about it, it has a good range. As good as it was in Real Bout
Fatal Fury 2. Remember to take that to your advantage. If you do not know how
to run and perform the Super Move, then practice because you WILL need it since
most of his heavy combos and LSMs (Leader Super Moves) need this Super Move.
Never overlook it... never.
_____________
| |
| Deadly Rave |
|_____________|
The main use for it is for combos. Like in NGBC. The difference is Geese
dashes faster and there is a new animation to the finishing blow. Very cool
if I may add... really looks cool. Also, the hits looks better than in NGBC...
in a way.
The invincibility can be noticed not when he performs the Super Move, but
when he dashes. ^_^
The damage is outstanding since it needs 3 STOCKS. And you do not have to
stop after the ninth hit to do a longer combo... you will pretty much do
the finishing move for the Deadly Rave and be pleased, because 99% of the
damage for the Leader Super Move comes from the finishing blow... not the 9
hits... they do not compare to the damage of the finishing move.
Even if you stop in the ninth hit, you will not combo anything after it.
Not even standing C. A long story short, you CANNOT... I repeat, you CANNOT
do anything after you stop at the last point of the Super Move. You can do
standing or crouching attacks but N-O-T-H-I-N-G will combo. Nothing at all.
You can combo after the seventh hit, but that if you want to do the change
combo to not make the opponent regain his/her health back. I advice you to
continue if you are so eager to do heavy damage. The choice is yours. ^_^
When the opponent does a Special Move and he is not near you, perform the
Deadly Rave and hope you performed it in the right time, because otherwise
you will be hit and waste three stocks for nothing. And do not misunderstand,
the invincibility is not in the whole time he dashes, only in the first three
steps (the starting one does not count because it has no invincibility.
If you do not want to risk your stocks for nothing, then Raising Storm E is
a better option since it only needs two stocks... and it is a "sure thing."
You can cancel Evil Shadow Smasher or Holy Gates into this. The damage is
really OUTSTANDING.
P.S. If you have managed to combo after any hit, then do E-Mail me please.
Thank you!
_________________
| |
| Raising Storm E |
|_________________|
Raising Storm E means the claw version. This Leader Super Move takes the
cake award EASILY.
This LSM (Leader Super Move) has FULL invincibility. And that means right
from the start until Geese fully finishes. 99% it will beat anything it comes
across. I have tried doing it against MANY things and it beat them senseless.
The only LSMs that managed to beat it are Magaki and Terry's LSM. And that is
only because they stay out longer, not only because they have invincibility.
Also, in a real match you will be be so foolish as to counter Terry in a very
short range LSM. Geese's LSM has a better range, so you get my drift. Magaki's
is another story because it does pity damage.
The damage is OUTSTANDING. And the LSM can be done after any counter move, or
Evil Shadow Smasher or Holy Gates. You have MANY neat options. Once you have
stocks for it, the opponent will really think twice before he/she makes a move.
use that to your advantage and attack and keep attacking. If the opponent does
anything, ANYTHING at all... do not be afraid of anything... perform the LSM.
It will 100% beat what the opponent will do.
If the opponent does Ralf's LSM (GP) and you do Raising Storm E, THEN be
ready to do Holy Gates or anything to punish. Ralf will not be hit by the
Raising Storm, but you will not be hit as well, but he will be open for you
to punish. And with Ralf and the like, you do not have to do the Raising Storm
E, just stick with the Holy Gates and Shinku Nage to beat their LSM. Easy and